Control the amount of gloss and reflection separately in a glossy BSDF material?
At the moment, the reflection and the specular highlight are a part of the same ray (reflection rays) and thus there is no way to separate them, or control attributes for either of them separately.

As someonewithpc pointed out in the comments, it is sort of planned to be implemented at some point:


  Glossy BSDF's are unified for direct and indirect light, as in the
  real world. An option should be added to control the amount of
  indirect light a closure contributes, so that glossy shaders can be
  used without being a glossy mirror.


From http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/ReducingNoise

If you would like your entire scene to only show specular highlights and no reflections (i.e. only direct reflections of light sources), simply turn the glossy bounces down in the light paths panel: